Adjusting individualized content made available to users of an online game based on user gameplay information

ABSTRACT

This disclosure relates to adjusting individualized content made available to users of an online game based on user gameplay information. In implementations, information relating to prospective usage of the online game is used to classify users according by user type, and content made available to the users is customized accordingly. Information relating to prospective usage may include predictive information such as demographic and geographic information, as well as game usage information for the users. User types may include resource collection, player versus player, and player versus environment. Customized content may include content made available to the users through the users in-game actions, such as exploring a map, researching a technology or skill, purchasing an in-game item, and completing an in-game achievement, including in-game items, in-game powers, in-game skills, in-game technologies, in-game pets, in-game transportation units, in-game units, and in-game buildings.

FIELD OF THE DISCLOSURE

This disclosure relates to a system for adjusting individualized contentmade available to the users of an online game based on gameplayinformation.

BACKGROUND

It is known that within online games, users tend to participate invarious aspects of the game and eschew others. These aspects include,for example, a collection/harvesting mechanic in which resources arecollected, cultivated, manufactured, etc. Another aspect includes Playerversus Player (“PvP”) gameplay in which users seek to engage in competedirectly with other players within the game (e.g., battling). Yetanother aspect includes Player versus Environment (“PvE”) gameplay inwhich users seek to complete “quests” or other tasks within the game togain points, virtual items, and/or other rewards. In conventional onlinegames, the content available for discovery, unlocking, or winningthrough accomplishment tends to be the same without regard for theplaying style of the users. This may be unsatisfying for players.

SUMMARY OF THE DISCLOSURE

One aspect of the disclosure relates to a system for adjustingindividualized content made available to users of an online game, inaccordance with one or more implementations. In exemplaryimplementations, adjusting the content presented to a user of an onlinegame may be performed by processors executing computer program modules.In some implementations, the system may include one or more servers. Theserver(s) may be configured to communicate with one or more clientcomputing platforms according to a client/server architecture. The usersmay access the system via the client computing platforms, for instance,to engage in one or more games.

The server(s) may be configured to execute one or more computer programmodules to provide one or more games to users (or players). The computerprogram modules may include one or more of a game module, a userinformation module, a customization module, a user type module and/orother modules. It is noted that the client computing platforms mayinclude one or more computer program modules that are the same as orsimilar to the computer program modules of the server(s) to facilitateindividualized content made available to the users of online games.

The game module may be configured to execute an instance of the onlinegame to facilitate presentation of the online game to the users. Thegame module may be configured to implement in-game actions in theinstance of the online game in response to action requests for thein-game actions from the users, wherein the users include a first user.The game module may be configured to implement the customizationsdetermined for the individual users such that the first customization isimplemented in the instance of the online game for the first user.

The user information module may be configured to obtain user gameplayinformation related to prospective usage of the online game by theusers. The user information module may be configured to obtain gameplayinformation that includes a first set of user gameplay informationrelated to prospective usage of the online game by the first user. Theuser information module may be configured to monitor the users' usage ofthe online game.

In certain implementations, the first set of user gameplay informationmay include online game usage information associated with other usersassociated with the first user. In yet another implementation, the firstset of user gameplay information may include the first user's usage ofother online games and other users' usage of the online game. In yetanother implementation, the user's gameplay information may be derivedfrom other users associated with the user. In some implementations, thefirst set of user gameplay information includes specific in-game actionsand in-game action types performed frequently by the first user withinthe instance of the online game.

The customization module may be configured to determine customizationsof content in the online game made available to the individual usersthrough participation and/or achievement within the online game. Thecustomization module may be configured to determine customizationcontent and the customizations may be designed to enhance prospectiveusage of the online game by the user. The customization module maydetermine customizations based on the obtained user gameplayinformation, in which the customizations include a first customizationof content made available to the first user to enhance prospective usageof the online game by the first user, wherein the first customization isdetermined based on the first set of user gameplay information.

The customization module may be configured to determine thecustomizations for the users based on the user types such that thedetermination of the first customization for the first user isdetermined based on the first user type for the first user. Thecustomization affects content that may be made available to the firstuser through the first user's in-game actions. The user's in-gameactions may include at least one of exploring a map, researching atechnology or skill, purchasing an in-game item, and completing anin-game achievement. The customization affected content may includein-game items, in-game powers, in-game skills, in-game technologies,in-game transportation units, in-game units, and in-game buildings.

The user type module may be configured to determine user types of usersbased on obtained user gameplay information. The user type module may beconfigured to determine a first user type for the first user based onthe first set of user gameplay information.

In certain implementations user types may include a collection andharvesting type preferring at least one of resource collection, resourcecultivation and resource manufacturing, a player versus player type,preferring competition with other users within the online game (e.g.,battling, first person shooters), and/or a player versus environmenttype preferring completing quests.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system for adjusting individualized content madeavailable to users of an online game, in accordance with one or moreimplementations.

FIG. 2 illustrates a method for adjusting individualized content madeavailable to users of an online game, in accordance with one or moreimplementations.

FIG. 3 illustrates a method for implementing individualized content madeavailable to users of an online game by monitoring the gameplay contentof a plurality of users, in accordance with one or more implementations.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 100 configured to provide a virtual space.System 100 is only one example of a suitable computing environment andis not intended to suggest any limitation as to the scope of use orfunctionality of the features described herein. Providing the virtualspace may include hosting the virtual space over a network.

In this disclosure, aspects of an online game that a user most enjoysmay be identified, and content that is available for unlocking,discovery, or winning within the game may be adjusted based on thegameplay the user enjoys. Accordingly, embodiments may be configured forusers to discover, unlock or win gaming content that is tailored to theuser's playing style, resulting in a virtual game that may provide moreengaging and immersive in-game experiences.

In some implementations, system 100 may include one or more servers 102.The server 102 may be configured to communicate with one or more clientcomputing platforms 104 according to a client/server architecture. Theusers may access system 100 and/or the virtual space via clientcomputing platforms 104, for instance, to engage in one or more games.

The server(s) 102 may be configured to execute one or more computerprogram modules. The computer program modules may include one or more ofa game module 106, an information module 108, a customization module110, a user type module 112, and/or other modules. As noted, the clientcomputing platform(s) 104 may include one or more computer programmodules that are the same as or similar to the computer program modulesof the server(s) 102 to facilitate in-game actions.

The game module 106 may be configured to execute an instance of a gameto facilitate presentation of the game to users. The game module 106 maybe configured to implement in-game actions in the instance of the game,in response to action requests for the in-game actions by the users.

The game may be provided via a virtual space, and may include aplurality of resource types and/or maps. An instance of the virtualspace may be executed by computer modules to determine views of thevirtual space. The views may then be communicated (e.g., via streaming,via object/position data, and/or other information) from server(s) 102and/or sources to client computing platforms 104 for presentation tousers. The view determined and transmitted to a given client computingplatform 104 may correspond to a location in the virtual space (e.g.,the location from which the view is taken, the location the viewdepicts, and/or other locations), a zoom ratio, a dimensionality ofobjects, a point-of-view, and/or view parameters. One or more of theview parameters may be selectable by the user.

The instance of the virtual space may comprise a simulated space that isaccessible by users via clients (e.g., client computing platform(s) 104)that present the views of the virtual space to a user. The simulatedspace may have a topography, express ongoing real-time interaction byone or more users, and/or include one or more objects positioned withinthe topography that are capable of locomotion within the topography. Insome instances, the topography may be a 2-dimensional topography. Inother instances, the topography may be a 3-dimensional topography. Thetopography may include dimensions of the space, and/or surface featuresof a surface or objects that are “native” to the space. In someinstances, the topography may describe a surface (e.g., a groundsurface) that runs through at least a substantial section of the space.In some instances, the topography may describe a volume with one or morebodies positioned therein (e.g., a simulation of gravity-deprived spacewith one or more celestial bodies positioned therein). The instanceexecuted by the computer modules may be synchronous, asynchronous,and/or semi-synchronous.

The above description of the manner in which views of the virtual spaceare provided is not intended to be limiting. The virtual space may beexpressed in a more limited, or more rich, manner. For example, viewsdetermined for the virtual space may be selected from a limited set ofgraphics depicting an event in a given place within the virtual space.The views may include additional content (e.g., text, audio, pre-storedvideo content, and/or other content) that describes particulars of thecurrent state of the place, beyond the relatively generic graphics. Forexample, a view may include a generic battle graphic with a textualdescription of the opponents to be confronted. Other expressions ofindividual places within the virtual space are contemplated.

Within the instance(s) of the virtual space, users may controlcharacters, objects, simulated physical phenomena (e.g., wind, rain,earthquakes, and/or other phenomena), and/or other elements within thevirtual space to interact with the virtual space and/or each other. Theuser characters may include avatars. As used herein, the term “usercharacter” may refer to an object (or group of objects) present in thevirtual space that corresponds to an individual user. The user charactermay be controlled by the user with which it is associated.

User-controlled element(s) may move through and interact with thevirtual space (e.g., non-user characters in the virtual space, otherobjects in the virtual space). The user-controlled elements controlledby and/or associated with a given user may be created and/or customizedby the given user. The user may have an “inventory” of virtual goodsand/or currency (e.g., resources of the plurality of resource types)that the user can use (e.g., by manipulation of a user character orother user-controlled element, and/or other items) to perform in-gameactions within the virtual space.

The users may participate in the instance of the virtual space bycontrolling one or more of the available user-controlled elements in thevirtual space. Control may be exercised through control inputs and/orcommands input by the users through client computing platforms 104. Theusers may interact with each other through communications exchangedwithin the virtual space. Such communications may include one or more oftextual chat, instant messages, private messages, voice communications,and/or other communications. Communications may be received and enteredby the users via their respective client computing platforms 104.Communications may be routed to and from the appropriate users throughserver(s) 102.

In implementations, the game module 106 may also be configured toimplement the customizations determined for the individual users.

The user information module 108 may be configured to obtain usergameplay information related to prospective usage of the online game bythe users. In implementations, user information module 108 may befurther configured to monitor the users' usage of the online game. Usergameplay information may include information about the users that hassome value in predicting their preferred styles of gameplay, for exampledemographic and geographic information, device type, interests, activityin other online games, and information about associated users, inaddition to in-game actions taken by the users in the online game. Suchinformation may be obtained directly from the users, for example usingpop-ups and/or other graphical interfaces, automatically from users'social network or other profiles, from IP addresses, cookies, etc.

The customization module 110 may be configured to determinecustomizations of content in the online game made available to theindividual users through participation and/or achievement within theonline game. The customizations may derive from sets of user gameplayinformation and are designed to enhance prospective usage of the onlinegame by the users. Determination of these customizations may be based onthe user gameplay information obtained for example via the monitoring ofusers and others the users have relationships with (e.g., in a socialnetwork and/or within the online game). Moreover, customizations of usergameplay content may be performed on a reactionary basis, based onprevious actions and gameplay by a user, and/or using a predictivealgorithm that anticipates how a user will want to play a game based oninformation known about that user, such as demographic information,geographic information and/or device type, etc.

Customized content may include content that is provided to a user whenperforming in-game actions such as exploring a map, researching atechnology or skill, purchasing an in-game item, and/or completing anin-game achievement. Such content may include at least one of in-gameitems, in-game powers, in-game skills, in-game technologies, in-gamepets, in-game transportation units, in-game units, and in-gamebuildings. Thus, for example, in implementations a user identified aspreferring resource collection may be able to select resource-collectingpowers and skills when leveling up or otherwise advance in the onlinegame, to receive resource collection-related items when defeatingenemies or completing quests, to be able to purchase resourcecollection-related items, pets, units and/or buildings, and/or toresearch better resource collection technologies, which are notavailable or are less available to other types of users, For example,such a user might be able to purchase such items at reduced cost,develop such skills/abilities at a faster rate, etc., than for usersidentified as preferring player versus player or player versusenvironment activity. Such customizations may improve gameplay for theuser, and may actually encourage the user to try other areas of gameplayin order to obtain helpful items, etc. for improved resource collection(e.g. by completing a quest).

In some implementations, items, etc. useful for other aspects ofgameplay the user is identified as being less interested in may beprovided to the user preferentially. For example, powerful player versusplayer items might drop when the user that prefers resource collectiondefeats enemies, enabling the user to compete in and perhaps enjoyplayer versus player competitions without investing more time thandesired.

The user type module 112 is configured to determine user types of usersbased on obtained user gameplay information. The customization for theusers may be based on the determined user types. The user type may befurther comprised of at least one of the following: 1) a collection orharvesting type preferring at least one of resource collection, resourcecultivation and resource manufacturing; 2) a player versus player type,preferring competing with other users within the online game; and 3) aplayer versus environment type preferring completing quests. User typedeterminations may be made based at least in part on the frequency withwhich users perform certain in-game actions or types of in-game actions.For example, in implementations certain in-game actions may beclassified as corresponding to certain user types, e.g. resourceharvesting in-game actions correspond to a collection or harvestingtype, player battling in-game actions correspond to a player versusplayer type, etc. User types may then be determined based on thefrequency with which users perform these various types of in-gameactions.

In some implementations, server(s) 102, client computing platforms 104,and/or external resources 116 may be operatively linked via one or moreelectronic communication links. For example, such electroniccommunication links may be established, at least in part, via a networksuch as the Internet and/or other networks. The network may be a wiredor wireless network such as the Internet, an intranet, a LAN, a WAN, acellular network or another type of network. It will be understood thatthe network may be a combination of multiple different kinds of wired orwireless networks. It will be appreciated that this is not intended tobe limiting, and that the scope of this disclosure includesimplementations in which server(s) 102, client computing platforms 104,and/or external resources 116 may be operatively linked via some othercommunication media.

A given client computing platform 104 may include one or more processorsconfigured to execute computer program modules. The computer programmodules may be configured to enable an expert or user associated withthe given client computing platform 104 to interface with system 100and/or external resources 116, and/or provide other functionalityattributed herein to client computing platforms 104. By way ofnon-limiting example, the given client computing platform 104 mayinclude one or more of a desktop computer, a laptop computer, a handheldcomputer, a tablet computing platform, a NetBook, a Smartphone, a gamingconsole, and/or other computing platforms.

External resources 116 may include sources of information, hosts and/orproviders of virtual environments outside of system 100, externalentities participating with system 100, and/or other resources. In someimplementations, some or all of the functionality attributed herein toexternal resources 116 may be provided by resources included in system100.

Server 102 may include electronic storage 118, one or more processors120, and/or other components. Server 102 may include communicationlines, or ports to enable the exchange of information with a networkand/or other computing platforms. Illustration of server 102 in FIG. 1is not intended to be limiting. Server 102 may include a plurality ofhardware, software, and/or firmware components operating together toprovide the functionality attributed herein to server 102. For example,server 102 may be implemented by a cloud of computing platformsoperating together as server 102.

Electronic storage 118 may comprise non-transitory storage media thatelectronically stores information. The electronic storage media ofelectronic storage 118 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with server 102and/or removable storage that is removably connectable to server 102via, for example, a port (e.g., a USB port, a firewire port, etc.) or adrive (e.g., a disk drive, etc.). Electronic storage 118 may include oneor more of optically readable storage media (e.g., optical disks, etc.),magnetically readable storage media (e.g., magnetic tape, magnetic harddrive, floppy drive, etc.), electrical charge-based storage media (e.g.,EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.),and/or other electronically readable storage media. Electronic storage118 may include one or more virtual storage resources (e.g., cloudstorage, a virtual private network, and/or other virtual storageresources). Electronic storage 118 may store software algorithms,information determined by processor 120, information received fromserver 102, information received from client computing platforms 104,and/or other information that enables server xx to function as describedherein.

Processor(s) 120 is configured to provide information processingcapabilities in server 102. As such, processor 120 may include one ormore of a digital processor, an analog processor, a digital circuitdesigned to process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. Although processor 120 is shown in FIG. 1 as asingle entity, this is for illustrative purposes only. In someimplementations, processor 120 may include a plurality of processingunits. These processing units may be physically located within the samedevice, or processor 120 may represent processing functionality of aplurality of devices operating in coordination. The processor 120 may beconfigured to execute modules 106, 108, 110, and 112. Processor 120 maybe configured to execute modules 106, 108, 110, and 112 by software;hardware; firmware; some combination of software, hardware, and/orfirmware; and/or other mechanisms for configuring processingcapabilities on processor 120. As used herein, the term “module” mayrefer to any component or set of components that perform thefunctionality attributed to the module. This may include one or morephysical processors during execution of processor readable instructions,the processor readable instructions, circuitry, hardware, storage media,or any other components.

It should be appreciated that although modules 106, 108, 110, 112 areillustrated in FIG. 1 as being implemented within a single processingunit, in implementations in which processor 120 includes multipleprocessing units, one or more of modules 106, 108, 110, and 112 may beimplemented remotely from the other modules. The description of thefunctionality provided by the different modules 106, 108, 110, and 112described below is for illustrative purposes, and is not intended to belimiting, as any of modules 106, 108, 110, and 112 may provide more orless functionality than is described. For example, one or more ofmodules 106, 108, 110, and 112 may be eliminated, and some or all of itsfunctionality may be provided by other ones of modules 106, 108, 110,and 112. As another example, processor 120 may be configured to executeone or more additional modules that may perform some or all of thefunctionality attributed below to one of modules 106, 108, 110, and 112.

FIG. 2 illustrates a method 200 for adjusting content presented to auser of an online game based on user gameplay information. Theoperations of method 200 presented below are intended to beillustrative. In some embodiments, method 200 may be accomplished withone or more additional operations not described, and/or without one ormore of the operations discussed. Additionally, the order in which theoperations of method 200 are illustrated in FIG. 2 and described belowis not intended to be limiting.

In some embodiments, method 200 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 200 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 200.

At an operation 202, an instance of an online game may be executed tofacilitate presentation of the game to users. The game, for instance,may include parameters including a size and/or type of virtual space thegame will be played on, the number of players, resource types,user-controlled elements, and/or buildings initially allocated to users.Operation 202 may be performed by a game module that is the same as orsimilar to game module 106, in accordance with one or moreimplementations.

At an operation 204, in-game actions may be implemented in the instanceof the game in response to action requests for in-game actions by theusers. In implementations, the in-game actions may include collecting,harvesting, and/or manufacturing resources, player versus playercompetitions such as battles and skills competitions, and player versusenvironment interactions such as map exploration and quest completion.Operation 204 may be performed by a game module that is the same orsimilar to game module 106, in accordance with one or moreimplementations.

At an operation 206, gameplay information may be obtained that includesa set of user gameplay information related to prospective usage of theonline game by a first user. In implementations, the set of usergameplay information may include online game usage informationassociated with the first user, online game usage information associatedwith other users associated with the first user, and/or the first user'susage of other online games. User gameplay information may include pastbehavior (online game usage) by users within the online game and/orother information known about the users, such as demographicinformation, geographic information, gameplay in other online games,gameplay of friends, etc. User gameplay information may comprise anyinformation that may be used to predict a user's preferred style ofgameplay going forward. Additionally, the set of user gameplayinformation may include at least one of specific in-game actionsperformed most frequently by the first user in the online game andin-game action types performed most frequently by the first user in theonline game.

At operation 208, user types are determined based on obtained usergameplay information. A first user type may be determined for the firstuser based on the first set of user gameplay information. The user typesmay comprise at last one of a collection and harvesting type, a playerversus player type, and a player versus environment type. User types maybe determined based on the frequency with which a user has performedspecific in-game actions or types of in-game actions. Operation 208 maybe performed by a user type module that is the same as or similar touser type module 112, in accordance with one or more implementations.

At operation 210, user gameplay information is used to determine thecustomization of content in the online game made available to theindividual users through participation and/or achievement within theonline game. In implementations, the customizations are designed toenhance prospective usage of the online game by the users. Thecustomizations may include customization of content made available to afirst user to enhance prospective usage of the online game by the firstuser, the customization being determined based on the set of usergameplay information.

The customizations may affects content made available to users throughthe users' in-game actions, which may include of at least one ofexploring a map, researching a technology or skill, purchasing anin-game item, and completing an in-game achievement. The customizationsmay affect content that includes at least one of in-game items, in-gamepowers, in-game skills, in-game technologies, in-game pets, in-gametransportation units, in-game units, and in-game buildings available tousers. In implementations, the customizations for the users may bedetermined based on the predicted user types, such that thedetermination of the customization for the first user is determinedbased on the first user type for the first user. Operation 210 may beperformed by a customization module that is the same as or similar tocustomization module 110, in accordance with one or moreimplementations.

At operation 212, customizations determined for the individual users areimplemented, such that the customization for the first user isimplemented in the instance of the online game. Operation 212 may beperformed by a game module that is the same as or similar to the gamemodule 106, in accordance with one or more implementations.

FIG. 3 illustrates a method for implementing individualized content madeavailable to a first user of an online game, in accordance with one ormore implementations. The operations of method 300 presented below areintended to be illustrative. In some embodiments, method 300 may beaccomplished with one or more additional operations not described,and/or without one or more of the operations discussed. Additionally,the order in which the operations of method 300 are illustrated in FIG.3 and described below is not intended to be limiting.

In some embodiments, method 300 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 300 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 300.

At operation 302, an instance of a online game may be executed tofacilitate presentation of the game to users. The game, for instance,may include parameters including a size and/or type of virtual space thegame will be played on, the number of players, resource types,user-controlled elements, and/or buildings initially allocated to users.Operation 302 may be performed by a game module that is the same as orsimilar to game module 106, in accordance with one or moreimplementations.

At operation 304, predictive information about a first user is obtained.Predictive information may include any information that is correlatedwith a certain type of gameplay or an increased frequency of certainin-game actions and/or types of in-game actions. Examples includedemographic information, geographic information (obtained for examplefrom the first user's IP address), previous gameplay of the first userin other online games, types of other games played by the user, gamesplayed by other users associated with the first user, etc. In someimplementations, for example when the online game is accessed through asocial networking website, the amount of information about the firstuser that may be obtained may be quite substantial, including hobbiesand other activities of the first user, etc. Operation 304 may beperformed by a user information module that is the same as or similar touser information module 108, in accordance with one or moreimplementations.

At operation 306, a user's in-game actions are monitored. Inimplementations, such monitoring includes tracking the frequency withwhich the first user engages in certain in-game actions or types ofin-game actions. At operation 308, the user gameplay information ofother users associated with the first user (e.g., connected via a socialnetwork, connected via an online game network, or connected based onhaving similar demographic, geographic, or other predictive information)are monitored to obtain user gameplay information. Operation 306 and 308may be performed by a user information module that is the same as orsimilar to user information module 108, in accordance with one or moreimplementations.

At operation 310, individualized content is implemented to the firstuser based on the gameplay information obtained. For example, the firstuser may be provided more content to unlock with the in-game actions thefirst user performs or is anticipated to perform most frequently, or maybe provided with additional content that is easily unlocked by tryingout less preferred in-game actions, to encourage the first user toexperience the full range of available gameplay. In someimplementations, when a user first begins to play the on-line game,there is no individualized content, or the individualized content isbased only on predictive information about the user, if available. Asthe user plays the on-line game, the customized content may be weightedmore towards the user's actual usage of the game and less or not at alltowards the predictive information about the user. Operation 310 may beperformed by a customization module that is the same as or similar tocustomization module 110, in accordance with one or moreimplementations.

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. For example, it isto be understood that the present technology contemplates that, to theextent possible, one or more features of any implementation can becombined with one or more features of any other implementation.

What is claimed is:
 1. A system for adjusting content made available tousers of an online game, the system comprising: one or more processorsconfigured by machine-readable instructions to: execute an instance ofthe online game to facilitate presentation of the online game to theusers via client computing platforms associated with the users, whereinthe users include a first user and a second user, and wherein executionof the instance of the online game is performed such that the first userand the second user can interact with each other; determine user typesof the users that characterize usage of the online game by the users,the user types being determined based on user gameplay information suchthat: a first user type for the first user is determined based on afirst set of user gameplay information, and a second user type for thesecond user is determined based on a second set of user gameplayinformation, and the second user type being a different user type fromthe first user type; and determine customizations of in-game content inthe same instance of the online game made available to individual onesof the users within the online game, the customizations of in-gamecontent being determined based on the user types of the users, such thata first customization of in-game content includes in-game content notpreviously available to the first user but made available to the firstuser within the instance of the online game, and such that a secondcustomization of in-game content includes in-game content not previouslyavailable to the second user but made available to the second userwithin the same instance of the online game; implement, in the instanceof the online game, both the first customization of in-game content andthe second customization of in-game content, wherein execution of theinstance of the online game subsequent to implementation of the firstand second customizations is performed such that the first user and thesecond user can interact with each other in the same instance of theonline game.
 2. The system of claim 1, wherein the determined user typescharacterize prospective usage of the online game by the users.
 3. Thesystem of claim 1, wherein the user types comprise at least one of a) acollection and harvesting type preferring at least one of resourcecollection, resource cultivation and resource manufacturing, b) a playerversus player type, preferring competing with other users within theonline game, and c) a player versus environment type preferringcompleting quests.
 4. The system of claim 1, wherein the one or moreprocessors are further configured by machine-readable instructions tomonitor the users' usage of the online game.
 5. The system of claim 4,wherein the first set of user gameplay information comprises online gameusage information associated with other users associated with the firstuser.
 6. The system of claim 1, wherein the first set of user gameplayinformation comprises at least one of the first user's usage of otheronline games and other users' usage of the online game, wherein theother users are associated with the user.
 7. The system of claim 1,wherein the first customization of in-game content is made available tothe first user through the first user's in-game actions, wherein thefirst user's in-game actions comprise at least one of exploring a map,researching a technology or skill, purchasing an in-game item, and/orcompleting an in-game achievement.
 8. The system of claim 1, wherein thefirst customization of in-game content includes at least one of in-gameitems, in-game powers, in-game skills, in-game technologies, in-gamepets, in-game transportation units, in-game units, and/or in-gamebuildings.
 9. The system of claim 1, wherein the first set of usergameplay information comprises at least one of: (i) specific in-gameactions, and (ii) in-game action types performed most frequently by thefirst user within the instance of the online game.
 10. Acomputer-implemented method for adjusting content made available tousers of an online game, the method being implemented in a computersystem that includes one or more processors configured bymachine-readable instructions, the method comprising: executing aninstance of the online game to facilitate presentation of the onlinegame to the users via client computing platforms associated with theusers, wherein the users include a first user and a second user, andwherein executing the instance of the online game is performed such thatthe first user and the second user can interact with each other;determining user types of the users that characterize usage of theonline game by the users, the user types being determined based on usergameplay information such that: a first user type for the first user isdetermined based on a first set of user gameplay information, and asecond user type for the second user is determined based on a second setof user gameplay information, and the second user type being a differentuser type from the first user type; and determining, based on theobtained user gameplay information, customizations of in-game content inthe same instance of the online game made available to individual onesof the users within the online game, such that a first customization ofplayable in-game content includes in-game content not previouslyavailable to the first user but made available to the first user withinthe instance of the online game, and such that a second customization ofin-game content includes in-game content not previously available to thesecond user but made available to the second user within the sameinstance of the online game; and implementing, in the instance of theonline game, both the first customization of in-game content and thesecond customization of in-game content, wherein executing the instanceof the online game subsequent to implementing the first and secondcustomizations is performed such that the first user and the second usercan interact with each other in the same instance of the online game.11. The method of claim 10, wherein the determined user typescharacterize prospective usage of the online game by the users.
 12. Themethod of claim 10, wherein the user types comprise at least one of a) acollection and harvesting type preferring at least one of resourcecollection, resource cultivation and resource manufacturing, b) a playerversus player type, preferring competing with other users within theonline game, and c) a player versus environment type preferringcompleting quests.
 13. The method of claim 10, further comprisingmonitoring the users' usage of the online game.
 14. The method of claim13, wherein the first set of user gameplay information comprises onlinegame usage information associated with other users associated with thefirst user.
 15. The method of claim 10, wherein the first set of usergameplay information comprises at least one of the first user's usage ofother online games and other users' usage of the online game, whereinthe other users are associated with the user.
 16. The method of claim10, wherein the first customization of in-game content is made availableto the first user through the first user's in-game actions, wherein thefirst user's in-game actions comprise at least one of exploring a map,researching a technology or skill, purchasing an in-game item, and/orcompleting an in-game achievement.
 17. The method of claim 10, whereinthe first customization of in-game content includes at least one ofin-game items, in-game powers, in-game skills, in-game technologies,in-game pets, in-game transportation units, in-game units, and/orin-game buildings.
 18. The method of claim 10, wherein the first set ofuser gameplay information comprises at least one of: (i) specificin-game actions, and (ii) in-game action types performed most frequentlyby the first user within the instance of the online game.
 19. A systemfor adjusting content made available to users of online games, thesystem comprising: one or more processors configured by machine-readableinstructions to: execute instances of online games to facilitatepresentation of the online games to the users via client computingplatforms associated with the users, wherein the plurality of users isassociated with each other on an online social network, wherein theusers include a first user and a second user, and wherein execution of aparticular instance of a particular online game is performed such thatthe first user and the second user can interact with each other in theparticular instance of the particular online game; determine user typesof the users that characterize usage of the online game by the users,the user types being determined based on user gameplay information suchthat: a first user type for the first user is determined based on afirst set of user gameplay information, and a second user type for thesecond user is determined based on a second set of user gameplayinformation, and the second user type being a different user type fromthe first user type; and determine customizations of in-game content inthe particular instance of the particular online game made available toindividual ones of the users within the online games, the customizationsof in-game content being determined based on the user types of theusers, the customizations of in-game content including: a firstcustomization of in-game content that includes content not previouslyavailable to the first user in the particular instance of the particularonline game but made available to the first user within the particularinstance of the particular online game, and a second customization ofin-game content that includes content not previously available to thesecond user in the particular instance of the particular online game butmade available to the second user within the particular instance of theparticular online game; implement, in the particular instance of theparticular online game, the customizations of in-game content determinedfor the individual ones of the users such that the first customizationof in-game content is implemented in the particular instance of theparticular online game for the first user, and further such that thesecond customization of in-game content is implemented in the particularinstance of the particular online game for the second user, whereinexecution of the particular instance of the particular online gamesubsequent to implementation of the first and second customizations isfurther performed such that the first user and the second user caninteract with each other in the particular instance of the particularonline game.